Why You Should Be Playing 'Mysterium'🔮

Finally translated into English, one of the year's hottest board games delights more than it frights, I writes. Previously on WYSBP: Why You Should Be Playing King of Tokyo🎲
  1. •
    In 5 words, Clue built on right-brain interpretation.
    It was Colonel Mustard, in the art school studio, with InDesign.
  2. •
    For creative/literary types and people bored by Clue alike.
    Gone are the dice, the board, the snail's pace information acquisition, and the circumstantial guesses. Everything's streamlined over the course of seven turns.
  3. •
    The gist: you are a medium sent to investigate a murder. Fraught with mystery.
    Like Clue, you must parse through information to determine the killer, the location, and the weapon used in the crime. Each player has their own "murder trio" to solve. 6 of each card are laid out, presenting you 6 suspected killers, 6 locations, and 6 weapons.
  4. •
    Your particular set of skills allow you to communicate with the undead.
    Your only source of clues is your only witness: the mansion's resident ghost. Can you say seance?
  5. •
    Except there's a twist. One of you IS the ghost.
    And here's where Mysterium starts to get interesting. There are two major roles: investigator and ghost. The ghost knows all the details of the crime. The investigators are attempting to divulge all the details of the crime.
  6. •
    The ghost communicates through dreams alone.
    The ghost player distributes dream cards to other players. Like dreams, these cards are wildly interpretative and filled with confusing imagery.
  7. •
    It's up to the investigators to contextualize these dreams against the 6 suspect cards.
    So for instance, say the ghost gives the mouse-related dream card from the above bullet. Now you compare it against your 6 suspects. Perhaps the ghost is telling you your suspect is an imposing figure, like the policeman. Or perhaps the ghost is telling you your suspect wears a hat, like the chef. Or still, perhaps the ghost is guiding your eyes to the cross-like post on the card, to lead you to the nun.
  8. •
    And twist, the ghost remains silent the entire game.
    No further info can be pried from them beyond the dream cards.
  9. •
    And twist, you have one minute per turn to analyze your dream and decide on a suspect.
  10. •
    What transpires is every investigator sweating over their own personal dream card, thinking out loud and frantically compensating by offering their own bad interpretation on other players' dreams.
    And meanwhile the ghost mutely fumes at everyone's inability to grasp a hint.
  11. •
    Every investigator must discover their respective killer, location, and weapon through dream cards before the end of 7 turns, or everyone loses the game.
    So don't be the Jerry Gergich of your group.
  12. •
    For the game's finale, the ghost assembles everyone's suspects, locations, and weapons in a police lineup of sorts.
  13. •
    The ghost plays one last dream card face up related to each dimension, and it is up to the investigators to silently vote who the real killer is.
    If the majority agrees on the correct killer, you win!
  14. •
    And if the majority picks the wrong killer...
  15. •
    Mysterium improves upon the Clue model by upping the game's cooperation and interpretive deduction.
    Players are deliberately broken out of solo silos, and instead play toward a greater team objective.
  16. •
    I rate it 9/10 spooky ghost emojis. It's well worth inclusion in any game collection.